varying vec3 normal, lightVec, viewerVec;
varying vec4 texCoord;
varying vec4 texCoordTEXMAT;
varying mat4 modelViewMat;

void main() 
{
	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
	
	normal = gl_NormalMatrix * gl_Normal;

	lightVec = vec3( gl_LightSource[0].position );

	viewerVec = -vec3( gl_ModelViewMatrix * gl_Vertex );
	
	texCoordTEXMAT = /*gl_TextureMatrix[0]* */gl_ModelViewMatrix *  gl_Vertex;

	texCoord = gl_ModelViewMatrix *  gl_Vertex;
	//texCoord.x /= 2.0;
	//texCoord.y /= 2.0;	
	modelViewMat = gl_ModelViewMatrix;
}